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path: root/WorldlineKeepers/Assets/Scripts/Phase/GamePhaseManager.cs
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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEditorInternal;
using UnityEngine;
using WK.Tools;

namespace WK
{

    /// <summary>
    /// 游戏最上层的状态机
    /// </summary>
    public sealed class GamePhaseManager : Singleton<GamePhaseManager>, ISubsystem
    {
        private AsyncStatemachine m_Statemachine;
        private int[] phases = new int[(int)EGamePhase.Num];
        private EGamePhase prevPhase = EGamePhase.Launch;
        private EGamePhase curPhase = EGamePhase.Launch;

        public void OnAwake()
        {
            SetupGamePhases();

        }

        private void SetupGamePhases()
        {
            m_Statemachine = new AsyncStatemachine();

            phases[(int)EGamePhase.Launch] = m_Statemachine.RegisterState(new GamePhase_Launch());
            phases[(int)EGamePhase.Main] = m_Statemachine.RegisterState(new GamePhase_Main());
            phases[(int)EGamePhase.Battle] = m_Statemachine.RegisterState(new GamePhase_Battle());
            phases[(int)EGamePhase.Dojo] = m_Statemachine.RegisterState(new GamePhase_Dojo());

            m_Statemachine.Start(phases[(int)EGamePhase.Launch]);
        }

        public void OnStart()
        {
        }

        public void OnUpdate()
        {
            m_Statemachine.Update(Time.deltaTime);
        }

        public void OnFixedUpdate()
        {
        }

        public void OnDestroy()
        {
        }

        public void OnApplicationPause()
        {
        }

        public void OnApplicationQuit()
        {
        }

        public void AsyncLoadPhase(EGamePhase phase, bool forceLoad = false, AsyncStatemachine.LoadStateComplete loadStateComplete = null)
        {
            int curRunPhase = m_Statemachine.GetCurStateID();
            if (!forceLoad && curRunPhase == phases[(int)phase])
            {
                if (null != loadStateComplete)
                {
                    loadStateComplete();
                }
                return;
            }

            //LogHelper.LogEditorError("==> PhaseChange:" + curPhase + " --> " + (EGamePhase)phase);

            prevPhase = curPhase;
            curPhase = phase;
            m_Statemachine.GotoState(phases[(int)phase], false, forceLoad, loadStateComplete);
        }

        public EGamePhase GetCurPhase()
        {
            return curPhase;
        }

        public EGamePhase GetPrevPhase()
        {
            return prevPhase;
        }

    }

}